I've uploaded a new version with a minor change, but I have no idea if it works now. If not, I guess F5 will have to do the restart job. I'v also tested the game under Damn Small Linux but there I couldn't reproduce the bug either.

Edit: @ChristopherI've also tried to make the counter large for the last seconds, but unfortunately it didn't fit in the remaining space and now with only 2 days left I don't want to mess up the code too much^^ But still thanks for the idea

The "R to restart" at the end isn't working for me. No stack trace in the console, but the game seems to die after I do.

Hmm, that's weird. Unfortunately I can't reproduce the bug. Does it happen all the time? What happens if you press Escape (during the game to abort it) and then R?Since I'm on vacation right now, I don't have the possibility to change anything, but I'll see what I can do when I return in a couple of days.

@jimeowanBlonde Redhead? I actually hadn't heard of them until today^^ An inspiration for the title was rather the Battlestar Galactica episode 33. But gameplay-wise I wanted something between 20 and 25 seconds, so I chose 23 because it's prettiest of those numbers^^

@NateAargh, I just got 434060 points, so close xD And I lost all my lives in a row too.

By the way: if anyone else posts his highscore I'll make a list in the first post

134 seconds Now I'm satisfied^^Old Highscore (134)What I was wondering though: Is there always the same amount of wood on the planet right at the beginning? Because it seems to me as if some times there would be a bit more than other times.

I've tried it many times, but it's always something around 150. This is the best I've got:Old Highscore (147s)I guess I have to change my strategy^^ But I have absolutely no idea, how you can get close to 116...

@NateHehe, sorry, I hope it's consoling enough that right now nobody is coming close to your highscore^^By the way: If I'm looking at your screenshot I'm really wondering if it was worth spending so much time on the background

@sproingie & ra4kingIf I used an ArrayList, then I'd start with a certain min. capacity (let's say 4000 bullets), use that like a fixed array and only change the array size dynamically if someone is going over that limit (of course, also possible by manually reallocating a fixed array, but this needs more code). Adding/removing every bullet from the ArrayList that appears/disappears would be a performance killer I guess (since this happens very often). A LinkedList wouldn't work very good either in this situation.But right now I have still a few bytes left, so if I won't add anything else I'll use those to check against the array size and avoid that the game crashes (I strongly assume that with 8000 bullets on the screen, you won't realize if there are a couple of them missing in a pattern^^).

As someone who's mostly programming in C++ (I hope you can say that on this forum^^), I'm used to do things on a lower level and as memory efficient as possible, so I prefer to use arrays instead of ArrayLists, etc. (although with a simple game like this there would of course be practically no differences in the performance, but well, it's a habit)

With enough testing things like that shouldn't happen. But in this case I just estimated the number at the beginning and later never tested how close you could actually get to it. My fault^^

Wow, you Sir, have my respect. You actually caused an overflow on my bullet stack... which was made to hold 2000 bullets! I didn't expect anyone to survive 2000 bullets at once on the screen...Well, I've increased the array size to 8000 now. I hope you won't freeze it again

@ReBirthI love the Touhou games, so of course that was an inspiration^^

Oh, you're right, I actually had a wrong number in the code, so that the shown countdown was half a second ahead of the actual countdown. It's fixed now, thanks.

Releasing a bomb immediately is an ineresting tactic, because I always tried to herd as many enemies as possible and thus make use of the multiplier. Your method has the advantage that it's easier to survive, but in average you get less points per enemy because the multiplier isn't used as much (my highscore's 277,800 by the way).

And to explain the multiplier a little bit further: For every bomb you release, the multiplier starts at 1. A single enemy is worth only 100 points. But with every enemy you destroy your multiplier gets doubled (this goes up to 64). So starting from the 7th enemy you destroy at once, you get 6400 points for every additional one.

I'd also like to have sound in it, but unfortunately I don't have enough space left. Besides I got to admit, that I have never done anything with generated sounds yet^^

At first the graphics for the ships were only placeholders and I wanted to give those too a 16-Bit look later. But after some time I thought that they didn't look that bad after all and so I decided that it might be an interesting mix, to have 8-Bit ships with a 16-Bit background and bullets.

Besides, the ship simply reminded me too much of Space Invaders (which I love), so I just couldn't part with it^^

Really cool game. The controls were a bit weird in the beginning and when I jumped I often didn't reach the spot that I wanted (and instead landed right in front of a guard, hehe^^) but once you're used to them they're OK

Pretty cool idea and I really like the graphics. Unfortunately so far I've only managed to survive 1 minute, but still the game didn't feel unfair. OK, sometimes you get a bad position to start so you'll only survive a few seconds, but maybe this isn't a problem once you know the map.

You can score by destroying as many enemies as possible at once, grazing bullets and collecting items. Right now I don't have much space less, but I haven't really tried to compress it further, therefore I should be able to get a couple of bytes more out of it. So I'm open to any feedback and suggestions to improve it

About the controls: I wanted to give it a slight "low-gravity-feeling" so it might feel a bit weird at the beginning. If it's too hard to get used to it I might consider to make it more usual.But what exactly do you mean with the mid-air boost? Because a double jump is possible right now, so you can jump once more when you're in the air. I've just tried to add another jump but then it gets too easy. I could practically jump straight upwards all the time and cleared it in 60 seconds.

Thanks for the comment.Yeah, there might be some situations where you fall unintentionally through a block (jumping right before one or falling down at full speed) but I had this problem extremely rarely so I didn't fix it.But if you're holding to the border of a block you can jump upwards, away from it or, well, "through" it. So if it's that what you mean it's not a glitch, it's a feature

And about z/y: OK, that's probably out of habit since I play mostly shoot'em ups on the computer and there z/y is the standard key for shooting. Besides I like that position since you can have your hands further apart.

so, here's my first 4k game. And what should I say, it was a great experience developing a game with this limitation I hope you enjoy it and that everything works fine.

Description:Like every morning you got up too late and missed your bus.With the sole difference that today the bus wasn't your schoolbus but one of thousands of space-arks used to evacuate the Earthafter Martians attacked it to filch all the trees since they ran out of them on Mars once wooden furniture became the latest trend.So grab your hoverboard and climb up the falling debris of destroyed spaceships to catch up your ark.

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